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[Mod] Running with XCOM [1.2] http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=11&t=2398 |
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Author: | Ramsoos [ Sun Jun 28, 2015 9:45 pm ] |
Post subject: | [Mod] Running with XCOM [1.2] |
![]() ![]() ![]() Running with XCOM changes the three factions and rebalances the game. The factions are as follows: XCOM: Spoiler: ------------------------------------------------------------------------------------------------------------------------------------------------------------- EXALT: Spoiler: -------------------------------------------------------------------------------------------------------------------------------------------------------------- The Aliens: Spoiler: -------------------------------------------------------------------------------------------------------------------------------------------------------------- General and Misc: -Each faction has had its color changed: XCOM is blue, EXALT is red, Aliens are purple. -As opposed to ambiance, background tracks from XCOM play during day, night, and when in battle. -Each faction has faction specific dialogue. -Every faction has special weapons that can be bought if you're a high enough level. -Every faction can call in a team of minibosses. -The mod comes with loading screen hints! -AI is geared more towards single-player play, though it's just as enjoyable with friends. -The weapons in this mod are fairly deadly all-around; surviving a hit would be pure luck. -The mod does not regard continuity much; expect to see XCOM: UFO Defense and XCOM 2 units on the same battlefield. -A faction's special weapons tend to deviate from that faction's typical armory/playstyle. This is intentional. -This mod features some unused and campaign-specific vehicles from vanilla. -Each faction's primary weapons are split into two tiers; Tier 1 weapons are common and you can respawn with them. Tier 2 have an XP requirement, are rare, and you cannot respawn with them. -This mod should be considered an alternate "flavor" of Acake's original XCOM mod, and a good chunk of the content seen here is his work. (Link to original mod below.) Old Screenshots: http://imgur.com/a/S25xR Newer Screenshots: http://imgur.com/a/98amQ Gameplay Video by TheInsaneGuy Credits: -Acake: Base Mod and modding help. -Testpilot14: Alien explosive particle effects -Noobmodmaker0808: Base files for the "Alien Suppression Rifle" -Tremozl: Base models for some EXALT models and various assets -Firaxis Games: Sounds, Icons, and XCOM IP. -Valve: CS:GO Sawed-Off Firing Sound -Matricaria: BalanceRethink AI. Download Link: http://www.mediafire.com/download/l3lcp ... h+XCOM.zip |
Author: | Ramsoos [ Tue Jul 07, 2015 12:12 am ] |
Post subject: | Re: [Mod] Running with XCOM [1.1] |
-Changelog: Shiny new toys edition- Features & Touch-ups: -EXALT now has access to the "Patriot," a techincal. -EXALT now has access to the "Vulcan Tank." -XCOM now has access to the "Battlestation," a super-tank that can take and dish out loads of damage. -AI's will now use the Spawn Truck, Patrol Boat, and Armory Truck. -EXALT now calls in a Patriot instead of a Humvee. 150 RP cost. -EXALT tank call has been replaced with a Vulcan Tank call. 750 RP cost. -XCOM tank call has been replaced with a Battlestation call. 1750 RP cost. -Vanilla footstep sounds have been replaced with ones from XCOM: EW. -Cheesy new death sounds! -EXALT Cover Drop call has been replaced with a Proxy Mine drop. 80 RP cost. -New hints for the loading screen! -More UFO Defense throwbacks for XCOM: Some default soldiers can be found wearing UFO Defense Coveralls. This is purely cosmetic. -AI's now have more dialogue and triggers for more events. Balancing: -EXALT Laser Rifle has been made more accurate. Notes: -The "new" vehicles in this mod aren't made from scratch; rather, the Patriot and Vulcan are unused vehicles in the files, and the Battlestation is a renamed DarkCat Tank, which is the boss of one the final missions of the vanilla campaign. -The new death sounds are from the N64 game "Perfect Dark." -Decided to get this update out the door and reserve the new guns for the next update. Link in the OP has been updated. |
Author: | ThatInsaneGuy [ Fri Jul 10, 2015 1:26 am ] |
Post subject: | Re: [Mod] Running with XCOM [1.1] |
Hey mod maker man dude. I made a semi-review/gameplay video of your amazing mod. It's up to you what you want to do with it, but it's there for the people who wan't to see what this mod is all about. https://www.youtube.com/watch?v=AQMoWhp ... e=youtu.be P.S. This mod is F***ing amazing P.P.S. I'm pretty damn awkward at the start of the video. (It gets better I swear ![]() |
Author: | Ramsoos [ Fri Jul 10, 2015 1:36 am ] |
Post subject: | Re: [Mod] Running with XCOM [1.1] |
Holy shit, someone made a video. Thanks for the kind words, video was a joy to watch. I may post that on the OP. Also, as a general PSA, mod development for this is currently at a halt. I'm working on another minimod that's based off of one of my favorite games of all time. The minimod should be released in a about a week, probably less. If there are any developments, I'll post an update here. Once the mod is released, I'll likely go back to working on this. (Though, I have another mod in mind that may begin development on.) Thanks again, InsaneGuy! |
Author: | Ramsoos [ Mon Jul 20, 2015 8:28 pm ] |
Post subject: | Re: [Mod] Running with XCOM [1.1] |
-Changelog: Back from the Dead Edition- Features & Touch-ups: -Death sounds have been reverted back to vanilla RWR's. -EXALT has some new models, including two female agents. -Female EXALT agents have their own namelist. -The EXALT TMP's model has been touched-up a bit. -New daytime ambiance: "Hidden Movement" from the Enemy Unknown OST. -Slight touch-up on EXALT Team Leader model. -New dialogue cues and lines to bring the game up to date with vanilla. -Alien mortar calls have been replaced with Fusion Bombardment calls; shorter AoE, more direct damage. Bugfixes: -Fixed a bug where Covert Ops Gear had no encumbrance. -Proximity Mines should now detonate when a unit steps on them, in addition to when a vehicle drives over them. Credits: -Tremozl: Base models for the new EXALT agents. Download link in OP has been updated. I will be taking a break for a while, so here's the last bit of bugfixing and material I was working on. |
Author: | CptFoot [ Tue Jul 21, 2015 1:06 am ] |
Post subject: | Re: [Mod] Running with XCOM [1.1] |
I just wanted to slink out of the shadows to show my support for this mod Ramsoos. Out of all the mods for RWR that I've tried, yours (or rather your version of Xcom alongside Acakes,) is one of the most enjoyable. The models are excellent, the sounds and weapons are great and the differences between the factions in terms of strengths and weaknesses is wonderful. About the only complaints I can think of off the top of my head is the lack of 'unique' vehicle for the Aliens and their anti-tank option, the blaster launcher, is awful to attempt to aim. Maybe I'm just ineffective with it, but the shots never seem to go where I'm aiming them. I'm not sure how difficult it is to model and add in new vehicles, but there's always the option for a cyber disc as an Alien tank alternative. I'd also -love- to see Chryssalids (the classic black grinning buggers,) making an appearance in the mod, operating off of the same AI as the berserker. Of the people I know that played the classic Xcom, -everyone- hated encountering them and for bloody good reason. At any rate, I hope you'll continue to add things to the mod itself! Now with that out of the way... back to lurking I go~ |
Author: | Ramsoos [ Tue Jul 21, 2015 6:38 pm ] |
Post subject: | Re: [Mod] Running with XCOM [1.1] |
Quote: Now with that out of the way... back to lurking I go~ No, wait! Don't goooooooo.... Seriously though, I appreciate the feedback. To address some of your points: Alien Vehicles: Unlike soldier and weapon models, vehicles aren't voxel-based. The unique vehicles for the other factions already exist in the vanilla game, I just unlocked them and tied them to a call (still working how to get them to spawn in normally.) There are no other unused vehicles in the files that I could tie to the aliens. And I have absolutely no experience with actual 3D modeling. Trust me, I've been wanting to give the Ayys a Cyberdisk or Sectopod for a long time now, I just have no idea where to start. Blaster Launcher: This is something I have been meaning to address for a long time. The Blaster Launcher is extremely inaccurate, and while the same could be said for all of the rocket launchers, the Blaster Launcher is near-useless. I'm still trying to find a way to retain its uniqueness with making it reliable. UFO Defense Chryssalids: This really isn't a bad idea at all. The current trend of the last few updates has been adding UFO Defense throwbacks. So far, this has only been for XCOM, but I'd like to extend this to the other factions as well. The only problem is finding a way to make the Chryssalid functionally different from the Berzerker. Alternatively, I could just make the Chryssalid an alternate skin for the Berzerker, though I can see that being confusing. Definitely considering this though. Updates will trickle in as my interest renews itself. After releasing Running with Datadyne, I thought I'd take a break for a while. I've been obsessing over this game for about a month and a half, and I need a change of pace. Rest assured though, this mod will continue to receive updates, even if it is only to keep it compatible with vanilla. |
Author: | CptFoot [ Tue Jul 21, 2015 7:19 pm ] |
Post subject: | Re: [Mod] Running with XCOM [1.1] |
Ramsoos wrote: Blaster Launcher: This is something I have been meaning to address for a long time. The Blaster Launcher is extremely inaccurate, and while the same could be said for all of the rocket launchers, the Blaster Launcher is near-useless. I'm still trying to find a way to retain its uniqueness with making it reliable. I haven't scoured your code that much so I can't be sure on this but is the inaccuracy caused by the weapon firing three projectiles at the same time? If it's possible (and if it would help,) you could have the Blaster Launcher fire three projectiles in a quick and semi-accurate manner rather than all at once. Anything is better than immediately hitting the ground in front of my soldier or worse, firing it off into the sky. Ramsoos wrote: UFO Defense Chryssalids: This really isn't a bad idea at all. The current trend of the last few updates has been adding UFO Defense throwbacks. So far, this has only been for XCOM, but I'd like to extend this to the other factions as well. The only problem is finding a way to make the Chryssalid functionally different from the Berzerker. Alternatively, I could just make the Chryssalid an alternate skin for the Berzerker, though I can see that being confusing. Definitely considering this though. I was giving this a little thought myself for both the Berserkers and 'Lids. How about making the Chryssalids be twice as tough as a berserker (or near abouts,) but they cannot be knocked over? Give them a vest that allows them to absorb a lot of punishment but will never put them into a stunned or wounded state. It might sound a little op, but too many times I've seen a berserker run at a small group of soldiers and immediately get planted on his ass from a hail of bullets. The old Chryssalids were meant to feel a tad bit unfair with the insane amount of TUs they had along with that health and one hit pregnancy attack, so I think this should also ring true in RWX. Heck, if this kind of Chryssalid is adopted in the mod you could even make them into a small but expensive call for the Aliens in lieu of them having a vehicle option. 4 to 6 'lids dropped on an enemy base that can't be stunned? It's like a tiny version of a terror attack. |
Author: | Ramsoos [ Tue Jul 21, 2015 7:38 pm ] |
Post subject: | Re: [Mod] Running with XCOM [1.1] |
Quote: Heck, if this kind of Chryssalid is adopted in the mod you could even make them into a small but expensive call for the Aliens in lieu of them having a vehicle option. 4 to 6 'lids dropped on an enemy base that can't be stunned? It's like a tiny version of a terror attack. "I'M LOSING CONTROL OF THE SITUATION!" Will look into all of this. I've also been meaning to give the Berzerker a bit of an upgrade. Your idea for the 'Lids is a good one, I try that out sometime to see how it affects gameplay. As for the Blaster Launcher, the other idea I had was maybe giving it two shots per charge, instead of one like the other launchers. Testpilot14 does this in his Halo mod and it works quite well. Quote: How about making the Chryssalids be twice as tough as a berserker (or near abouts,) but they cannot be knocked over? For the record, Zerkers can take ten hits before going down. 20 Hits + No knockdown? ;_; Though, come to think of it, this gives XCOM's Arc weaponry a good purpose. Having an Arc Rifleman in a squad to break a 'Lid charge would be mighty helpful. Thanks again for the feedback! |
Author: | syvarris [ Thu Aug 13, 2015 3:51 am ] |
Post subject: | Re: [Mod] Running with XCOM [1.1] |
This mod looks absolutely amazing. I got somewhat bored of the base game after awhile, because all the factions use almost identical equipment with little meaningful differentiation. But this mod introduces aliens, lasers, plasma weapons, more unlocked vehicles... It's awesome. ...Sadly, I can't seem to download it, as the download site says that the file has been removed. ![]() |
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